Sets the states the player needs to be in for this camera to activate.

auto_stoptime( Float newTime )

Sets how long it takes for the camera switch back to the player.

camera_think

Called each frame to allow the camera to adjust its position.

continue

Continue the camera movement.

cut

switch camera states immediately, do not transition

doActivate( Entity activatingEntity )

General trigger event for all entities

fadetime( Float fadetime )

Sets the fade time for camera transitioning.

follow( Entity targetEnt, [ Entity targetWatchEnt ] )

Makes the camera follow an entity and optionally watch an entity.

follow_distance( Float distance )

Sets the camera follow distance.

follow_yaw( Float yaw )

Sets the yaw offset of the camera following an entity.

follow_yaw_absolute

Makes the follow camera yaw absolute.

follow_yaw_relative

Makes the follow camera yaw relative (not absolute).

fov( Float fov, [ Float fadeTime ] )

Sets the camera's field of view (fov).
if fadeTime is specified, camera will fade over that time
if fov is less than 3, than an auto_fov will be assumed
the value of fov will be the ratio used for keeping a watch
entity in the view at the right scale

interpolatefov( Float fov, Float interpolateTime )

This is just like the camera set fov, but this uses a different name
To prevent naming conflicts.

loadKFC( String kfcFileName )

Load KFC file, parse it, create an instance of a CameraPath

lookat( Entity ent )

Makes the camera look at an entity.

moveto( Entity ent )

Move the camera's position to that of the specified entities.

movetopos( Vector position )

Move the camera's position to the specified position.

nextcamera( String nextCamera )

Sets the next camera to use.

nowatch( [ Float fadeTime ] )

Stop watching an entity or looking along a path.
Camera is now static as far as orientation.
if fadeTime is specified, camera will fade over that time

orbit( Entity targetEnt, [ Entity targetWatchEnt ] )

Makes the camera orbit around an entity and optionally watch an entity.

orbit_height( Float height )

Sets the orbit camera's height.

pause

Pause the camera.

setthread( String thread )

Sets the thread to use.

speed( Float speed )

Sets the camera speed.

start

Start camera moving.

stop

Stop the camera movement.

thread( String thread )

Sets the thread to use.

turnto( Vector angle )

Makes the camera look in the specified direction.

watch( Entity watchEnt, [ Float fadeTime ] )

Makes the camera watch an entity.
if fadeTime is specified, camera will fade over that time

watchnode( [ Float fadeTime ] )

Makes the camera watch based on what is stored
in the camera nodes.
if fadeTime is specified, camera will fade over that time

watchpath( [ Float fadeTime ] )

Makes the camera look along the path of travel.
if fadeTime is specified, camera will fade over that time

create an alias for the given realname
Valid parameters are as follows:
global - all instances act as one
stop - once used, don't use again
timeout [seconds] - once used wait [seconds] until using again
maxuse [times] - can only be used [times] times.
weight [weight] - random weighting

create an alias for the given realname and cache the resource
Valid parameters are as follows:
global - all instances act as one
stop - once used, don't use again
timeout [seconds] - once used wait [seconds] until using again
maxuse [times] - can only be used [times] times.
weight [weight] - random weighting

alpha( Float newAlpha )

Set the alpha of the entity to alpha.

angle( Float newAngle )

set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2

attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
fadeintime - time to fade the model in over.
fadeoutdelay - time to wait until we fade the attached model out
fadeoutspeed - time the model fades out over
offset - vector offset for the model from the specified tag
angles_offset - angles offset for the model from the specified tag

autocache( String resourceName )

pre-cache the given resource.

bind( Entity parent )

bind this entity to the specified entity.

cache( String resourceName )

pre-cache the given resource.

censor

used to ban certain contact when in parentmode

cinematicanimdone

Called when an entity's cinematic animation is done, it is not meant
to be called from script.

classname( String nameOfClass )

Determines what class to use for this entity,
this is pre-processed from the BSP at the start
of the level.

Fade the entity's alpha and scale out, reducing it by 0.03
every FRAMETIME, until it has faded out. If fadetime or
target_alpha are defined, they will override the defaults.
Once the entity has been completely faded, the entity is removed.

Change the current entity flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
blood - should it bleed
explode - should it explode when dead
die_gibs - should it spawn gibs when dead
god - makes the entity invincible
notarget - makes the entity notarget

forcealpha( [ Boolean bool ] )

Sets whether or not alpha is forced

fulltrace( Boolean on_or_off )

Turns fulltrace physics movement on or off for this entity.

gdb_sethealth( String healthstr )

Sets the gameplay version of health with keywords.

getangles( )

Retrieves the entity's angles

getfloatvar( String variable_name )

Gets a level, game, or entity variable.

gethealth( )

Gets the health of the entity

getmaxs( )

Returns the maximum extent of the bounding box

getmins( )

Returns the minimum extent of the bounding box

getmodelname( )

Retrieves the model name of the entity

getorigin( )

Gets the origin of the entity.

getRawTargetName( )

Gets the targetname of the entity without the leading $.

getstringvar( String variable_name )

Gets a level, game, or entity variable.

getTarget( [ Boolean wantsPrefix ] )

Returns the name of the current target.

gettargetentity( )

Returns the current target entity

getTargetName( )

Gets the targetname of the entity with the leading $.

getvectorvar( String variable_name )

Gets a level, game, or entity variable.

getvelocity( )

Returns the Velocity

ghost

make non-solid but still send to client regardless of hide status.

gravity( Float gravityValue )

Change the gravity on this entity

health( Integer newHealth )

set the health of the entity to newHealth

hide

hide the entity, opposite of show.

hurt( Float damage, [ String means_of_death ], [ Vector
direction ] )

Inflicts damage if the entity is damageable. If the number of damage
points specified in the command argument is greater or equal than the
entity's current health, it will be killed or destroyed.

Change the current render effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
dontdraw - send the entity to the client, but don't draw
betterlighting - do sphere based vertex lighting on the entity
lensflare - add a lens glow to the entity at its origin
viewlensflare - add a view dependent lens glow to the entity at its
origin
lightoffset - use the dynamic color values as a light offset to the
model
skyorigin - this entity is the portal sky origin
minlight - this entity always has some lighting on it
fullbright - this entity is always fully lit
additivedynamiclight - the dynamic light should have an additive effect
lightstyledynamiclight - the dynamic light uses a light style, use the
depthhack - this entity is drawn with depth hack on
'lightstyle' command to set the index of the light style to be used

set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2

bot_inventory( Integer botInventoryIndex )

sets the index used for bot inventory pickups

coolitem( [ String dialog ], [ String anim_to_play ]
)

Specify that this is a cool item when we pick it up for the first time.
If dialog is specified, than the dialog will be played during the pickup.
If anim_to_play is specified, than the specified anim will be played
after
the initial cinematic.

dialogneeded( String dialog_needed )

Sets the dialog needed string.

doUse( Entity activatingEntity )

sent to entity when it is used by another entity

forcecoolitem( [ String dialog ], [ String anim_to_play
] )

Specify that this is a cool item when we pick it up regardless of whether
or not we have it.
If dialog is specified, than the dialog will be played during the pickup.
If anim_to_play is specified, than the specified anim will be played
after
the initial cinematic.

iconName( String iconName )

Sets the name of the icon to use for this item.

item_droptofloor

Drops the item to the ground.

item_pickup( Entity item )

Pickup the specified item.

itemPostSpawn

Tells the item that it had spawned successfully

maxamount( Integer max_amount )

Sets the max amount of the item.

missingSkin( Integer skinNum )

Sets the skin number to use when its been picked up and is missing

name( String item_name )

Sets the item name.

no_remove

Makes it so the item is not removed from the world when it is picked
up.

Set the value of the variable to set.
values can also use one of the following reserved words:
increment - increment the variable
decrement - decrement the variable
toggle - toggle the value of the variable